// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"

/// This tests bullet collision and provides an example of a gameplay scenario.
/// This also uses a loop shape.
class Pinball : public Test
{
public:
    Pinball()
    {
        // Ground body
        b2Body* ground = NULL;
        {
            b2BodyDef bd;
            ground = m_world->CreateBody(&bd);

            b2Vec2 vs[5];
            vs[0].Set(-8.0f, 6.0f);
            vs[1].Set(-8.0f, 20.0f);
            vs[2].Set(8.0f, 20.0f);
            vs[3].Set(8.0f, 6.0f);
            vs[4].Set(0.0f, -2.0f);

            b2ChainShape loop;
            loop.CreateLoop(vs, 5);
            b2FixtureDef fd;
            fd.shape   = &loop;
            fd.density = 0.0f;
            ground->CreateFixture(&fd);
        }

        // Flippers
        {
            b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);

            b2BodyDef bd;
            bd.type = b2_dynamicBody;

            bd.position         = p1;
            b2Body* leftFlipper = m_world->CreateBody(&bd);

            bd.position          = p2;
            b2Body* rightFlipper = m_world->CreateBody(&bd);

            b2PolygonShape box;
            box.SetAsBox(1.75f, 0.1f);

            b2FixtureDef fd;
            fd.shape   = &box;
            fd.density = 1.0f;

            leftFlipper->CreateFixture(&fd);
            rightFlipper->CreateFixture(&fd);

            b2RevoluteJointDef jd;
            jd.bodyA = ground;
            jd.localAnchorB.SetZero();
            jd.enableMotor    = true;
            jd.maxMotorTorque = 1000.0f;
            jd.enableLimit    = true;

            jd.motorSpeed   = 0.0f;
            jd.localAnchorA = p1;
            jd.bodyB        = leftFlipper;
            jd.lowerAngle   = -30.0f * b2_pi / 180.0f;
            jd.upperAngle   = 5.0f * b2_pi / 180.0f;
            m_leftJoint     = (b2RevoluteJoint*)m_world->CreateJoint(&jd);

            jd.motorSpeed   = 0.0f;
            jd.localAnchorA = p2;
            jd.bodyB        = rightFlipper;
            jd.lowerAngle   = -5.0f * b2_pi / 180.0f;
            jd.upperAngle   = 30.0f * b2_pi / 180.0f;
            m_rightJoint    = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
        }

        // Circle character
        {
            b2BodyDef bd;
            bd.position.Set(1.0f, 15.0f);
            bd.type   = b2_dynamicBody;
            bd.bullet = true;

            m_ball = m_world->CreateBody(&bd);

            b2CircleShape shape;
            shape.m_radius = 0.2f;

            b2FixtureDef fd;
            fd.shape   = &shape;
            fd.density = 1.0f;
            m_ball->CreateFixture(&fd);
        }

        m_button = false;
    }

    void Step(Settings& settings) override
    {
        if (m_button)
        {
            m_leftJoint->SetMotorSpeed(20.0f);
            m_rightJoint->SetMotorSpeed(-20.0f);
        }
        else
        {
            m_leftJoint->SetMotorSpeed(-10.0f);
            m_rightJoint->SetMotorSpeed(10.0f);
        }

        Test::Step(settings);

        DrawString(5, m_textLine, "Press 'a' to control the flippers");
    }

    void Keyboard(int key) override
    {
        switch (key)
        {
        case GLFW_KEY_A:
            m_button = true;
            break;
        }
    }

    void KeyboardUp(int key) override
    {
        switch (key)
        {
        case GLFW_KEY_A:
            m_button = false;
            break;
        }
    }

    static Test* Create() { return new Pinball; }

    b2RevoluteJoint* m_leftJoint;
    b2RevoluteJoint* m_rightJoint;
    b2Body* m_ball;
    bool m_button;
};

static int testIndex = RegisterTest("Examples", "Pinball", Pinball::Create);
